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Morrowind overhaul, better graphics, some gameplay changes, bugfixes, better models, almost endless list... there are different options for things, like trees, grass, etc. Makes game look much better. some would say, almost as good as skyrim. i'd say better. Oh, and you might want to add accurate attack mod too. Sorry, too lazy for a link. Got to sleep. tired.
I am using besides MGSO two set of mods that I consider vital:
1) BTB's Game improvements http://btb2.free.fr/morrowind.html
It's basically a huge balance project that alters Attribute - Skill relationships, Birthsigns, Spells, Alchemy, Economy and much more. It does make the game a little more challenging by not facilitating a min/max approach to it by use of exploits and such. It just makes the game much more enjoyable and the choices matter due to functional balancing - improves roleplay.
2) Morrowind Comes Alive + Less Than Generic NPCs
I recommend using the 5.1 + 5.2 version of MCA because the later ones (7.0) brings some lore-harming stuff. This version ( http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=5047 ) just adds non-static merchants, drifters, bands of marauders, etc that really fit in giving a more dynamic feel to the world.
Coupled with LGNPCs ( http://lgnpc.org/ ), the world really comes alive. This mod adds TONS of dialogue options, minor quests and backround stories to a lot (LOT) of characters in the game. Most of the major towns have improved and developed personal stories, legends, intrigues and such. The best thing, however, is that the mod is extremely lore-friendly, and develops the intricate relationships between races, traditions, politics and cults. It's just well written.
NOTE: If you choose to use the MCA+LGNPCs combination, I suggest you also check their optional plugins, as they offer a lot of tweaking in regard to bandit/vampire/cult dynamics, offering the possibility to eliminate completely raids on towns or violent highwaymen.
Have fun
Great tips. I do wonder if you could tell about the lore harming stuff that comes with MCA 7?
My pleasure. The thing is that MCA 6.0+ adds some wandering NPCs like Crusaders with templar equipment (The Historical Jerusalem type of crusaders, not the Nord-changed-names-Baptized_by_the_Nine type of TES crusader), and a bunch of other stuff that seems really off. It just seem that MCA got highjacked beyond version 5.0 by some guys who wanted to bring the Holy Roman Empire and courtesan squadrons in every corner of the island.
The previous version (5.2) just seems more integrated with the general eeriness of the world (although it may also bug you to encounter previous unknown chars all over the place - in this case, stick to LGNPCs and you're golden).
EDIT: I've now checked the recent MCA changelog and it seems that Saint George's cross has been removed from the Crusader Shields. Welp, It boils down to a matter of taste. I for one love the new dialogues and content brought in by LGNPCs and I have MCA to thank for spicing up the previous static nature of population.
Cheers m8
Thank you so much for your great and informative answer.
I will try to to combine 5.2 + LGNPC mainly because Im one them that really do enjoy this mystic setting that can be found in Morrowind and I dont want some Holy Roman crusaders in that world.
I'm glad to share. I know how enthusiastic I was when I stumbled upon these mods (still am).
Happy adventuring